Minecraft-Console-Client/MinecraftClient/Pathing/Execution/Templates/ClimbTemplate.cs
BruceChen 4b49135107 feat: add parkour moves and template-based path execution system
Phase 2.2: MoveParkour for sprint-jump across 1-2 block gaps (distance 2-3)
and ascending parkour (distance 2, +1Y). Registered in BuildDefaultMoves
with CalculationContext.AllowParkour gating.

Phase 3.1-3.2: Template execution engine replacing the waypoint queue system.
- IActionTemplate interface with per-tick state machine pattern
- Templates: Walk, Ascend, Descend, Climb, Fall, SprintJump
- ActionTemplateFactory maps MoveType to the correct template
- PathExecutor drives sequential template execution with logging
- PathSegmentManager handles replanning on failure (up to 5 retries)
- McClient integration: MoveToAStar now creates PathSegmentManager,
  UpdatePathfindingInput delegates to it, CancelMovement/ClientIsMoving
  updated for both old and new systems.

Tested on 1.21.11: straight walk, zigzag maze, stair ascent,
1-gap and 2-gap sprint jumps all pass.

Made-with: Cursor
2026-04-12 18:43:32 +00:00

63 lines
1.9 KiB
C#

using System;
using MinecraftClient.Mapping;
using MinecraftClient.Physics;
namespace MinecraftClient.Pathing.Execution.Templates
{
/// <summary>
/// Climb up or down a ladder/vine by 1 block.
/// Pushes against the wall (Forward + face center) and jumps for upward movement.
/// </summary>
public sealed class ClimbTemplate : IActionTemplate
{
public Location ExpectedStart { get; }
public Location ExpectedEnd { get; }
private int _tickCount;
public ClimbTemplate(Location start, Location end)
{
ExpectedStart = start;
ExpectedEnd = end;
}
public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input)
{
_tickCount++;
double dy = ExpectedEnd.Y - pos.Y;
double dx = ExpectedEnd.X - pos.X;
double dz = ExpectedEnd.Z - pos.Z;
double horizDistSq = dx * dx + dz * dz;
if (Math.Abs(dy) < 0.3 && horizDistSq < 0.5)
return TemplateState.Complete;
if (_tickCount > 100)
return TemplateState.Failed;
if (physics.OnClimbable)
{
if (dy > 0)
{
input.Jump = true;
input.Forward = true;
if (horizDistSq > 0.01)
physics.Yaw = TemplateHelper.CalculateYaw(dx, dz);
}
// Going down: don't press anything, gravity + climbable friction handles it
}
else
{
// Left the climbable area -- walk toward destination
if (horizDistSq > 0.01)
{
physics.Yaw = TemplateHelper.CalculateYaw(dx, dz);
input.Forward = true;
}
}
return TemplateState.InProgress;
}
}
}